Hobgoblin NPCs [Level 20]
Hobgoblin Battle Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +14; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 32, Reflex 28, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and one ally within 5 squares gains a +5 power bonus to melee attack rolls against the target
until the end of the hobgoblin cleric’s next turn.
- ○ [M] Blinding Light (standard) ✦ Radiant, Weapon
- +24 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the hobgoblin cleric’s next turn.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +24 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: The hobgoblin cleric and each ally within 5 squares
of the hobgoblin cleric regains hit points as if the hobgoblin cleric had each spent a healing surge.
- □ Divine Armor (standard) ✦ Healing
- The hobgoblin cleric gains a +2 power bonus to AC. The hobgoblin cleric and each ally within 3 squares gain resist 5 to all
damage until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin cleric suffers an effect that a save can end.
The hobgoblin cleric makes a saving throw against the effect.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The hobgoblin cleric gains a +1 bonus to the hobgoblin cleric’s next attack roll or saving throw before the end of the hobgoblin
cleric’s next turn.
Skills Heal +19, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 19 (+14);
Con 15 (+12); Int 11 (+10); Cha 16 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Devoted Cleric [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 28, Will 34
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +21 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +22 vs. Reflex; 1d8 + 12 radiant damage, and one ally the hobgoblin cleric can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 8 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss:
The burst creates a zone of fire that lasts until the end of the hobgoblin cleric’s next turn. Enemies that start their turn
in this zone take 1d10 + 12 fire damage. Sustain Minor: The zone persists.
- □ Hallowed Ground (standard) ✦ Zone
- Close burst 5. The burst creates a zone of hallowed ground. The hobgoblin cleric and any allies gain the following benefits
while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack
rolls. The area remains hallowed until the end of the encounter.
- ○○○ Healing Word (minor) ✦ Healing
- The hobgoblin cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin cleric suffers an effect that a save can end.
The hobgoblin cleric makes a saving throw against the effect.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The hobgoblin cleric gains a +1 bonus to the hobgoblin cleric’s next attack roll or saving throw before the end of the hobgoblin
cleric’s next turn.
Skills Heal +20, Religion +15
Str 14 (+12); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Hobgoblin Greatweapon Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +11; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 34, Reflex 29, Will 29
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
- ○ [M] Mountain Breaking Blow (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
hobgoblin fighter can shift the same distance the hobgoblin fighter pushed the target. The hobgoblin fighter must end the
move adjacent to the target.
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or
Miss: Until the start of the hobgoblin fighter’s next turn, the hobgoblin fighter can make a secondary attack as a free
action against any enemy that starts its turn adjacent to the hobgoblin fighter. Secondary Attack: +24 vs. AC; 1d12
+ 12 damage (crit 24 + 2d12).
- □ Iron Warrior (minor) ✦ Healing
- The hobgoblin fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against
one effect that a save can end.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- Combat Challenge
- Every time the hobgoblin fighter attacks an enemy, the hobgoblin fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the hobgoblin fighter’s next turn. If the marked creature makes an attack that doesn’t
include the hobgoblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the hobgoblin fighter and shifts or makes an attack that does not include the hobgoblin fighter, the hobgoblin
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +22, Intimidate +17
Str 21 (+15); Dex 14 (+12); Wis 13 (+11);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Hobgoblin Guardian Fighter [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 36; Fortitude 34, Reflex 33, Will 29
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+25 vs. AC; 1d8 + 12 damage, and the target is pushed 1 square if it is the hobgoblin fighter’s size, smaller than the hobgoblin
fighter, or one size category larger. The hobgoblin fighter can shift into the space that the target occupied.
- ○ [M] Warrior’s Challenge (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is pushed 2 squares. All of the hobgoblin fighter’s enemies within 2 squares of
the target are marked until the end of the hobgoblin fighter’s next turn.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the hobgoblin fighter can make a melee basic
attack against the target as a free action if the hobgoblin fighter is adjacent to it and it either shifts or attacks one
of the hobgoblin fighter’s allies.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin fighter suffers an effect that a save can end.
The hobgoblin fighter makes a saving throw against the effect.
- ○ Interposing Shield (immediate interrupt)
- When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
- Combat Challenge
- Every time the hobgoblin fighter attacks an enemy, the hobgoblin fighter can mark that target, whether the attack hits or
misses. The mark lasts until the end of the hobgoblin fighter’s next turn. If the marked creature makes an attack that doesn’t
include the hobgoblin fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature
is adjacent to the hobgoblin fighter and shifts or makes an attack that does not include the hobgoblin fighter, the hobgoblin
fighter can make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +16, Intimidate +17
Str 21 (+15); Dex 19 (+14); Wis 13 (+11);
Con 16 (+13); Int 11 (+10); Cha 14 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Avenging Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 29, Will 33
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +25 vs. AC; 1d10 + 12 radiant damage. If the hobgoblin paladin has marked the target, the hobgoblin paladin gains a +2 bonus
to the damage roll.
- ○ [M] Terrifying Smite (standard) ✦ Fear, Weapon
- +25 vs. AC; 3d10 + 12 damage, and the target is pushed 5 squares. The target can’t move nearer to the hobgoblin paladin on
its next turn.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +25 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The hobgoblin paladin and allies adjacent to the
hobgoblin paladin gains a +1 power bonus to attack rolls until the end of the encounter.
- ● Divine Challenge (minor) ✦ Radiant
- The hobgoblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
hobgoblin paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 11 radiant damage. The hobgoblin paladin must engage the target by attacking it or ending the turn
adjacent to it, or the mark ends. The mark also ends if the hobgoblin paladin challenges another target. Divine Challenge
can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.
- □ Angelic Intercession (immediate interrupt) ✦ Teleportation
- When an ally within 5 squares of the hobgoblin paladin is hit by an attack.
The hobgoblin paladin teleports adjacent to the ally and is hit by the attack instead.
Skills Intimidate +20, Religion +15
Str 21 (+15); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Hobgoblin Protecting Paladin [Level 20 Soldier]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 37; Fortitude 32, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +23 vs. AC; 1d6 + 11 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage, and the hobgoblin paladin gains 2 temporary hit points.
- ○ [M] Enervating Smite (standard) ✦ Weapon
- +26 vs. Will; 2d8 + 13 damage, and the target is weakened until the end of the hobgoblin paladin’s next turn.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +23 vs. Reflex; 3d10 + 13 fire damage, and the target grants combat advantage to
the hobgoblin paladin and the hobgoblin paladin’s allies until the end of the hobgoblin paladin’s next turn. Miss:
Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts
until the end of the hobgoblin paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire
damage and grant combat advantage to the hobgoblin paladin and the hobgoblin paladin’s allies. Sustain Minor: The zone
persists.
- □ Death Ward (standard) ✦ Healing
- The hobgoblin paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the
target regains hit points as if it had spent two healing surges. Add +6 to the hit points regained.
- ● Divine Challenge (minor) ✦ Radiant
- The hobgoblin paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
hobgoblin paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes
such an attack, it takes 12 radiant damage. The hobgoblin paladin must engage the target by attacking it or ending the turn
adjacent to it, or the mark ends. The mark also ends if the hobgoblin paladin challenges another target. Divine Challenge
can only be used once per round.
- □□ Lay on Hands (minor) ✦ Healing
- The hobgoblin paladin spends a healing surge but regains no hit points. Instead, one creature touched by the hobgoblin paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin paladin suffers an effect that a save can end.
The hobgoblin paladin makes a saving throw against the effect.
Skills Intimidate +21, Religion +15
Str 19 (+14); Dex 12 (+11); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 23 (+16)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Archer Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +17; Senses Perception +17; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 32, Reflex 33, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +24 vs. AC; 1d8 + 11 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +24 vs. AC; 1d10 + 12 damage per attack.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +24 vs. AC; 2d10 + 12 damage per attack. If the first attack hits, the hobgoblin
ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally.
Miss: Half damage per attack.
- □ Momentary Respite (standard)
- The hobgoblin ranger shifts 2 squares and makes a saving throw. The hobgoblin ranger is no longer marked by any enemy.
- ● Hunter’s Quarry (minor)
- The hobgoblin ranger can designate the nearest visible enemy as the hobgoblin ranger’s quarry. Once per round when hitting
this quarry, the hobgoblin ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter
or until the hobgoblin ranger designates a different target as the quarry. The hobgoblin ranger can only designate one enemy
as quarry at a time.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin ranger suffers an effect that a save can end.
The hobgoblin ranger makes a saving throw against the effect.
- Archer Fighting Style
- The hobgoblin ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The hobgoblin ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +17, Stealth +19
Str 19 (+14); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Hobgoblin Two-Blade Ranger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +17; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○
AC 34; Fortitude 33, Reflex 32, Will 29
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +23 vs. AC; 1d10 + 11 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage
(off-hand).
Longbow: Ranged 20/40; +23 vs. AC (twice); 1d10 + 7 damage.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +25 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until
the end of the hobgoblin ranger’s next turn.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +27 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +27 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main):
+27 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the hobgoblin ranger’s next turn. A target
hit twice is stunned until the end of the hobgoblin ranger’s next turn. A target hit three times is weakened and stunned until
the end of the hobgoblin ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or
weakened. Hit or Miss: After the first attack and after the second attack, the hobgoblin ranger can shift 1 square.
- ● Hunter’s Quarry (minor)
- The hobgoblin ranger can designate the nearest visible enemy as the hobgoblin ranger’s quarry. Once per round when hitting
this quarry, the hobgoblin ranger can deal an extra 2d6 damage. This effect remains active until the end of the encounter
or until the hobgoblin ranger designates a different target as the quarry. The hobgoblin ranger can only designate one enemy
as quarry at a time.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin ranger suffers an effect that a save can end.
The hobgoblin ranger makes a saving throw against the effect.
- □ Evade the Blow (immediate interrupt)
- When an enemy hits the hobgoblin ranger with a melee attack.
Shift 1 square away from the enemy.
- Two-Blade Fighting Style
- The hobgoblin ranger can wield a one-handed weapon in the hobgoblin ranger’s off hand as if it were an off-hand weapon. In
addition, the hobgoblin ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The hobgoblin ranger gains an additional +10 hit points.
Skills Nature +17, Perception +17
Str 21 (+15); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Hobgoblin Brawny Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +17; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 31, Reflex 34, Will 30
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +24 vs. AC; 1d6 + 11 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +25 vs. AC; 1d6 + 12 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +25 vs. Reflex; 1d6 + 12 damage.
- ○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the hobgoblin rogue before the start of the hobgoblin rogue’s next turn, the hobgoblin
rogue can attack it again as an immediate interrupt.
Short Sword: +25 vs. Fortitude; 2d6 + 12 damage.
Shuriken: Ranged 6/12; +25 vs. Fortitude; 2d6 + 12 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +25 vs. Fortitude; 4d6 + 12 damage, and the hobgoblin rogue slides the target 4 squares. If an obstacle (including a creature)
arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied
before it collided with the obstacle. Miss: The hobgoblin rogue slides the target 4 squares, and no damage from obstacles.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin rogue suffers an effect that a save can end.
The hobgoblin rogue makes a saving throw against the effect.
- ○ Leaping Dodge (immediate interrupt)
- When an enemy targets the hobgoblin rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
- First Strike
- At the start of an encounter, the hobgoblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the hobgoblin rogue’s weapon damage die increases by one size. When wielding a dagger, the hobgoblin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the hobgoblin rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the hobgoblin rogue deals an extra 3d6 damage.
Skills Acrobatics +20, Thievery +20
Str 19 (+14); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 16 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Hobgoblin Trickster Rogue [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +17; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 29, Reflex 34, Will 32
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +22 vs. AC; 1d6 + 9 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +25 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
The hobgoblin rogue can move 2 squares before the attack.
- ○ [M/R] Hounding Strike (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the hobgoblin rogue’s next turn, the hobgoblin rogue gains combat advantage against the
target and a +1 power bonus to all defenses against its attacks.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +25 vs. Will; 5d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +24 vs. Will; 5d6 + 12 damage.
Hit or Miss: Until the end of the hobgoblin rogue’s next turn, all of the target’s defenses against the hobgoblin
rogue’s attacks take a -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ Hide in Plain Sight (minor)
- The hobgoblin rogue must already be hidden to use this power. The hobgoblin rogue is invisible until the hobgoblin rogue leaves
the hobgoblin rogue’s current square. No other action that the hobgoblin rogue performs makes the hobgoblin rogue visible.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin rogue suffers an effect that a save can end.
The hobgoblin rogue makes a saving throw against the effect.
- First Strike
- At the start of an encounter, the hobgoblin rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the hobgoblin rogue’s weapon damage die increases by one size. When wielding a dagger, the hobgoblin
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the hobgoblin rogue has combat advantage against an enemy and hits that enemy with an attack using a
rogue weapon, the hobgoblin rogue deals an extra 3d6 damage.
Skills Stealth +20, Thievery +20
Str 14 (+12); Dex 21 (+15); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Hobgoblin Fey-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 34
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 psychic damage, and the hobgoblin warlock is invisible to the target until the start of
the hobgoblin warlock’s next turn.
- ○ [R] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +23 vs. Fortitude; 3d6 + 13 damage, and the hobgoblin warlock can spend a healing surge, regaining an additional
+4 hit points.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +23 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature
to attack the hobgoblin warlock since the hobgoblin warlock’s last turn. If no one attacked the hobgoblin warlock since the
hobgoblin warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor:
When the hobgoblin warlock sustains this power, the hobgoblin warlock can repeat the attack against the target. If the hobgoblin
warlock misses, the hobgoblin warlock can no longer sustain the power.
- ○ Infuriating Elusiveness (move) ✦ Illusion, Teleportation
- The hobgoblin warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the hobgoblin
warlock’s next turn.
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The hobgoblin warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock can immediately teleport 3 squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +19, Bluff +21
Str 11 (+10); Dex 12 (+11); Wis 13 (+11);
Con 16 (+13); Int 19 (+14); Cha 23 (+16)
Equipment leather armor, spear
-1 Level / +1 Level
Hobgoblin Infernal-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 33; Fortitude 33, Reflex 32, Will 31
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +23 vs. Reflex; 1d6 + 13 fire damage. If the hobgoblin warlock takes damage before the end of the hobgoblin warlock’s
next turn, the target takes an extra 1d6 + 13 fire damage.
- ○ [R] Warlock’s Bargain (standard)
- Ranged 5; +23 vs. Fortitude; the hobgoblin warlock takes 16 damage, and the target takes 3d10 + 23 damage.
- □ Minions of Malbolge (standard) ✦ Conjuration, Fire
- The hobgoblin warlock conjures flames in the shape of diabolic imps that appear at the hobgoblin warlock’s feet. The hobgoblin
warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the hobgoblin warlock takes 2d10 fire damage
and is pushed 3 squares. This effect applies once per creature per round. It ends when the hobgoblin warlock has no temporary
hit points remaining.
- ○ Cloak of Shadow (move)
- The hobgoblin warlock can fly a number of squares equal to the hobgoblin warlock’s speed + 2. If the hobgoblin warlock doesn’t
land at the end of this move, the hobgoblin warlock falls. Until the end of the hobgoblin warlock’s next turn, the hobgoblin
warlock is insubstantial, and the hobgoblin warlock cannot affect, attack, or use powers on creatures or objects.
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The hobgoblin warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains 20 temporary hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +19, Intimidate +18
Str 11 (+10); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 19 (+14); Cha 16 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Hobgoblin Star-Pact Warlock [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 30, Will 33
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +19 vs. AC; 1d6 + 7 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +23 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the hobgoblin warlock on its next turn,
it takes an extra 1d6 + 13 damage.
- ○ [R] Strand of Fate (standard)
- Ranged 10; +22 vs. Reflex; 1d8 + 12 damage, and the target gains vulnerability 12 to all attacks until the end of the hobgoblin
warlock’s next turn.
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +22 vs. Reflex; 4d10 + 12 necrotic damage, and the target disappears into a starry realm (save ends). While in
the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its
turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied
space of its choice.
- ● Warlock’s Curse (minor)
- The hobgoblin warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
hobgoblin warlock can deal an extra 2d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The hobgoblin warlock can only curse one target per turn.
- □ Eye of the Warlock (minor)
- Ranged 10; the hobgoblin warlock sees through the target’s eyes. The target is not aware that the hobgoblin warlock is doing
so. The hobgoblin warlock has line of sight and line of effect from the target for the hobgoblin warlock’s attacks. The hobgoblin
warlock’s warlock powers can originate in the target’s square. Each time the hobgoblin warlock uses a power through this link,
a mystical third eye briefly appears upon the target’s brow (save ends).
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The hobgoblin warlock gains a +1 bonus to a single d20 roll the hobgoblin warlock makes during the hobgoblin warlock’s next
turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlock suffers an effect that a save can end.
The hobgoblin warlock makes a saving throw against the effect.
Skills Arcana +17, Insight +16
Str 11 (+10); Dex 13 (+11); Wis 12 (+11);
Con 23 (+16); Int 14 (+12); Cha 21 (+15)
Equipment leather armor, sickle
-1 Level / +1 Level
Hobgoblin Inspiring Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 33
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +24 vs. Fortitude; 5 damage, and choose one ally adjacent to either the hobgoblin warlord or the target. On his or her next
attack against the target, this ally gains a +5 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Battle On (standard) ✦ Weapon
- +24 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the hobgoblin warlord makes a saving throw with a +5 bonus.
- □ [M] Victory Surge (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. Until the start of the hobgoblin warlord’s next turn, every ally within 10 squares of the hobgoblin
warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the hobgoblin
warlord’s next turn, one ally of the hobgoblin warlord’s choice within 10 squares of the hobgoblin warlord can follow up a
standard action with a basic attack made as a free action. Sustain Minor: Until the start of the hobgoblin warlord’s
next turn, one ally of the hobgoblin warlord’s choice within 10 squares of the hobgoblin warlord can follow up a standard
action with a basic attack made as a free action.
- ○ Warlord’s Banner (standard) ✦ Healing
- Each ally within 5 squares can spend a healing surge. Until the end of the hobgoblin warlord’s next turn, each target gains
a +2 power bonus to attack rolls.
- ○○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
- Inspiring Presence
- When an ally who can see the hobgoblin warlord spends an action point to take an extra action, that ally also regains 15 lost
hit points.
- Combat Leader
- The hobgoblin warlord and each ally within 10 squares who can see and hear the hobgoblin warlord gains a +2 power bonus to
initiative.
Skills Heal +15, History +19
Str 21 (+15); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Hobgoblin Tactical Warlord [Level 20 Soldier (Leader)]
Medium natural humanoid [XP 2800]
Initiative +15; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 32, Will 31
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +25 vs. AC; 1d8 + 12 damage. Before the hobgoblin warlord attacks, one ally adjacent to either the hobgoblin warlord or the
target may shift 1 square as a free action.
- ○ [M] Thunderous Fury (standard) ✦ Weapon
- +25 vs. AC; 3d8 + 12 damage, and the target is dazed until the end of the hobgoblin warlord’s next turn. Until the end of
the hobgoblin warlord’s next turn, the hobgoblin warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +25 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the hobgoblin warlord’s next turn,
the hobgoblin warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If
the hobgoblin warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues
until the end of the hobgoblin warlord’s next turn.
- □ White Raven Formation (standard)
- Each ally within 5 squares can take a move action.
- ○○○ Inspiring Word (minor) ✦ Healing
- The hobgoblin warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This
power can only be used once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warlord suffers an effect that a save can end.
The hobgoblin warlord makes a saving throw against the effect.
- Tactical Presence
- When an ally the hobgoblin warlord can see spends an action point to make an extra attack, the ally gains a +4 bonus to the
attack roll.
- Combat Leader
- The hobgoblin warlord and each ally within 10 squares who can see and hear the hobgoblin warlord gains a +2 power bonus to
initiative.
Skills Heal +15, History +21
Str 21 (+15); Dex 12 (+11); Wis 11 (+10);
Con 15 (+12); Int 19 (+14); Cha 16 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Hobgoblin Control Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +14; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 33
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +22 vs. Fortitude; 1d6 + 12 cold damage, and the target is slowed until the end of the hobgoblin wizard’s next
turn.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +22 vs. Reflex; 3d8 + 12 force damage, and the target is immobilized until the end of the hobgoblin
wizard’s next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This
effect ends at the end of the hobgoblin wizard’s next turn, and the hobgoblin wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a zone of difficult terrain that lasts until the end of the hobgoblin wizard’s next turn. Sustain Minor:
When the hobgoblin wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized,
and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin wizard suffers an effect that a save can end.
The hobgoblin wizard makes a saving throw against the effect.
- ○ Orb of Imposition (free)
- The hobgoblin wizard can choose one creature suffering from one of the hobgoblin wizard’s wizard spells whose effect ends
on a saving throw. That creature takes a -4 penalty to its saving throws against that effect. Alternatively, the hobgoblin
wizard can extend the duration a wizard at-will spell whose effect is ending at the end of the hobgoblin wizard’s current
turn, so that it lasts instead until the end of the hobgoblin wizard’s next turn.
- ○ Displacement (immediate interrupt) ✦ Illusion
- When a ranged or a melee attack hits the hobgoblin wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Skills Arcana +20, Insight +19
Str 11 (+10); Dex 14 (+12); Wis 19 (+14);
Con 15 (+12); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Hobgoblin War Wizard [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 31
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +19 vs. AC; 1d8 + 7 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 force damage, and the target
is dazed until the end of the hobgoblin wizard’s next turn. If the hobgoblin wizard targets only one creature with this power,
the hobgoblin wizard gains a +4 power bonus to the attack roll.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and
ongoing 5 acid damage (save ends).
- □ Stoneskin (standard)
- The hobgoblin wizard or one ally touched by the hobgoblin wizard gains resist 10 to all damage until the end of the encounter
or for 5 minutes.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin wizard suffers an effect that a save can end.
The hobgoblin wizard makes a saving throw against the effect.
- ○ Wand of Accuracy (free)
- The hobgoblin wizard gains a +4 bonus to a single attack roll.
Skills Arcana +20, History +22
Str 11 (+10); Dex 19 (+14); Wis 14 (+12);
Con 15 (+12); Int 21 (+15); Cha 14 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Hobgoblin Isolating Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage, and the hobgoblin avenger shifts 1 square, sliding the target 1 square into the space the hobgoblin
avenger occupied.
- ○ [M] Warding Blade (standard) ✦ Thunder, Weapon
- +25 vs. AC; 2d10 + 12 thunder damage, and the hobgoblin avenger pushes any enemy within 2 squares of the hobgoblin avenger,
other than the target, 2 squares. Until the end of the hobgoblin avenger’s next turn, if any enemy other than the target enters
a square adjacent to the hobgoblin avenger or hits or misses the hobgoblin avenger from a square within the hobgoblin avenger’s
reach, the hobgoblin avenger can make a melee basic attack against that enemy as an opportunity action. The hobgoblin avenger
gains a +4 power bonus to the attack roll of the melee basic attack.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At
the start of each of the hobgoblin avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage,
and the target is pulled 2 squares. At the start of the hobgoblin avenger’s next turn, the target is pulled 3 squares.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the hobgoblin avenger can see in within 10 squares. When the hobgoblin avenger makes a melee attack against
the target and the target is the only enemy adjacent to the hobgoblin avenger, the hobgoblin avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the hobgoblin avenger regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
- ○ Bulwark of Defiance (no action)
- When the hobgoblin avenger fails a saving throw other than a death saving throw.
Until the end of the hobgoblin avenger’s next turn, the effect the hobgoblin avenger failed the saving throw against doesn’t
affect the hobgoblin avenger, but the hobgoblin avenger makes saving throws against it as normal.
- Censure of Retribution
- When any enemy other than the hobgoblin avenger’s oath of enmity target hits the hobgoblin avenger, the hobgoblin avenger
gains a +4 bonus to damage rolls against the hobgoblin avenger’s oath of enmity target until the end of the hobgoblin avenger’s
next turn. This bonus is cumulative.
- Armor of Faith
- The favor of the hobgoblin avenger’s deity wards the hobgoblin avenger from harm. While the hobgoblin avenger is neither wearing
heavy armor nor using a shield, the hobgoblin avenger gains a +3 bonus to AC.
Skills Athletics +19, Religion +19
Str 14 (+12); Dex 12 (+11); Wis 21 (+15);
Con 15 (+12); Int 19 (+14); Cha 13 (+11)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Hobgoblin Pursuing Avenger [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +22 vs. AC; 1d10 + 9 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +23 vs. AC; 1d8 + 11 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +25 vs. AC; 1d10 + 12 damage, and if the target doesn’t end its next turn adjacent to the hobgoblin avenger, the hobgoblin
avenger can shift 5 squares as a free action. The hobgoblin avenger must end that shift closer to the target.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 12 damage, and the target is immobilized until the end of the hobgoblin avenger’s next turn. The hobgoblin
avenger gains a +6 bonus to the hobgoblin avenger’s next attack roll against the target before the end of the hobgoblin avenger’s
next turn.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The hobgoblin avenger gains a +5 power bonus to the hobgoblin avenger’s
next damage roll against the target before the end of the encounter, unless the hobgoblin avenger attacks another creature
first.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the hobgoblin avenger can see in within 10 squares. When the hobgoblin avenger makes a melee attack against
the target and the target is the only enemy adjacent to the hobgoblin avenger, the hobgoblin avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the hobgoblin avenger regains the use of this power.
- ○ Astral Cloak (minor) ✦ Illusion
- The hobgoblin avenger becomes invisible until the end of the hobgoblin avenger’s turn.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the hobgoblin avenger makes an attack roll against the hobgoblin avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin avenger suffers an effect that a save can end.
The hobgoblin avenger makes a saving throw against the effect.
- Censure of Pursuit
- If the hobgoblin avenger’s oath of enmity target moves away from the hobgoblin avenger willingly, the hobgoblin avenger gains
a +8 bonus to damage rolls against the target until the end of the hobgoblin avenger’s next turn.
- Armor of Faith
- The favor of the hobgoblin avenger’s deity wards the hobgoblin avenger from harm. While the hobgoblin avenger is neither wearing
heavy armor nor using a shield, the hobgoblin avenger gains a +3 bonus to AC.
Skills Religion +16, Stealth +19
Str 14 (+12); Dex 19 (+14); Wis 21 (+15);
Con 15 (+12); Int 12 (+11); Cha 13 (+11)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Hobgoblin Rageblood Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +16; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 30
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 2d12). Hit or Miss: Until the start of the hobgoblin barbarian’s next
turn, any attacker gains a +2 bonus to attack rolls against the hobgoblin barbarian. If the hobgoblin barbarian is raging,
attackers do not gain this bonus.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the hobgoblin barbarian gains 15 temporary hit points.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss:
The hobgoblin barbarian enters the rage of the hydra. Until the rage ends, once per round when the hobgoblin barbarian makes
an attack that misses, the hobgoblin barbarian can make a melee basic attack as a free action.
- □ Primal Resistance (minor) ✦ Stance
- Until the stance ends, the hobgoblin barbarian gains resist 10 against a damage type of the hobgoblin barbarian’s choice:
acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the hobgoblin barbarian uses another stance power.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
- ○ Swift Charge (free)
- When the hobgoblin barbarian’s attack reduces an enemy to 0 hit points.
The hobgoblin barbarian charges an enemy.
- Rageblood Vigor
- Whenever the hobgoblin barbarian’s attack reduces an enemy to 0 hit points, the hobgoblin barbarian gains 10 temporary hit
points.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +21, Perception +16
Str 21 (+15); Dex 13 (+11); Wis 12 (+11);
Con 21 (+15); Int 11 (+10); Cha 16 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Thaneborn Barbarian [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +16; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 33; Fortitude 34, Reflex 30, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 2d12). When charging, the hobgoblin barbarian can use this power in place of
a melee basic attack. If the hobgoblin barbarian is raging, the hobgoblin barbarian can move 2 extra squares as part of the
charge.
- ○ [M] Devastating Blow (standard) ✦ Weapon
- +24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –5 penalty to AC until the end of the hobgoblin barbarian’s
next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit
or Miss: The hobgoblin barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn
next to the hobgoblin barbarian grants combat advantage to the hobgoblin barbarian and the hobgoblin barbarian’s allies until
the end of its next turn.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the hobgoblin barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the hobgoblin barbarian’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin barbarian suffers an effect that a save can end.
The hobgoblin barbarian makes a saving throw against the effect.
- □ Spur the Cycle (free)
- When the hobgoblin barbarian reducees an enemy to 0 hit points during the hobgoblin barbarian’s turn.
The hobgoblin barbarian takes a standard action.
- Thaneborn Triumph
- Whenever the hobgoblin barbarian bloodies an enemy, the next attack by the hobgoblin barbarian or an ally against that enemy
gains a +5 bonus to the attack roll.
- Barbarian Agility
- While the hobgoblin barbarian is not wearing heavy armor, the hobgoblin barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +21, Perception +16
Str 21 (+15); Dex 13 (+11); Wis 12 (+11);
Con 16 (+13); Int 11 (+10); Cha 21 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Hobgoblin Cunning Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 34
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +23 vs. Will; 1d6 + 13 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the hobgoblin
bard’s next turn.
- ○ [R] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +23 vs. Reflex; 2d8 + 13 thunder damage, and the hobgoblin bard and each ally within 10 squares of the hobgoblin
bard can shift 5 squares as a free action.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 3d8 + 13 radiant damage. Miss: Half damage. Hit or Miss:
The hobgoblin bard and each ally within 10 squares of the hobgoblin bard can shift 5 squares as a free action.
- □ Blink Zone (standard) ✦ Teleportation, Zone
- Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the hobgoblin bard’s next
turn. While within the zone, the hobgoblin bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares
as a move action. Sustain Minor: The zone persists.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 9 squares of the hobgoblin bard, the hobgoblin bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The hobgoblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +19, Bluff +21
Str 13 (+11); Dex 12 (+11); Wis 11 (+10);
Con 16 (+13); Int 19 (+14); Cha 23 (+16)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Hobgoblin Valorous Bard [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 34
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +21 vs. AC; 1d8 + 8 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +26 vs. AC; 1d8 + 13 damage, and the target takes a –2 penalty to the defense of the hobgoblin bard’s choice until the end
of the hobgoblin bard’s next turn.
- ○ [M] Song of Summons (standard) ✦ Teleportation, Weapon
- +26 vs. AC; 2d8 + 13 damage, and the hobgoblin bard teleports an ally within 10 squares of the hobgoblin bard to a space adjacent
to the hobgoblin bard and gains a +5 power bonus to attack rolls against the target.
- □ Increasing the Tempo (standard)
- One ally within 10 squares target makes four basic attacks as a free action.
- ○○○ Majestic Word (minor) ✦ Healing
- The hobgoblin bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 6 hit points. This
power can only be used once per round. The hobgoblin bard can also slide the target 1 square.
- □ Chorus of Recovery (minor)
- Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the hobgoblin bard’s next turn. When the
hobgoblin bard moves, the zone moves with the hobgoblin bard, remaining centered on the hobgoblin bard. Any ally who starts
his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin bard suffers an effect that a save can end.
The hobgoblin bard makes a saving throw against the effect.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the hobgoblin bard reduces an enemy to 0 hit points or bloodies an enemy,
the hobgoblin bard can grant 8 temporary hit points to that ally as a free action.
- Skill Versatility
- The hobgoblin bard gains a +1 bonus to untrained skill checks.
Skills Arcana +17, Athletics +17
Str 13 (+11); Dex 12 (+11); Wis 11 (+10);
Con 21 (+15); Int 14 (+12); Cha 23 (+16)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Hobgoblin Guardian Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 35; Fortitude 32, Reflex 30, Will 33
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 damage, and the target is slowed until the end of the hobgoblin druid’s next turn. This power can
be used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 6 squares.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the hobgoblin druid’s next turn.
- ● Wild Shape (minor) ✦ Polymorph
- The hobgoblin druid changes from the hobgoblin druid’s humanoid form to beast form or vice versa. When the hobgoblin druid
changes from beast form back to the hobgoblin druid’s humanoid form, the hobgoblin druid shifts 1 square. While the hobgoblin
druid is in beast form, the hobgoblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the hobgoblin druid can sustain such powers. The hobgoblin druid can use this power once per round.
- □ Howl of the Wild (minor) ✦ Beast Form, Healing
- The hobgoblin druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin druid suffers an effect that a save can end.
The hobgoblin druid makes a saving throw against the effect.
- Primal Guardian
- While the hobgoblin druid is not wearing heavy armor, the hobgoblin druid can use the hobgoblin druid’s Constitution modifier
in place of the hobgoblin druid’s Dexterity or Intelligence modifier to determine the hobgoblin druid’s AC.
Skills Heal +20, Nature +20
Str 13 (+11); Dex 14 (+12); Wis 21 (+15);
Con 21 (+15); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Predator Druid [Level 20 Controller]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +20 vs. AC; 2d4 + 8 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +22 vs. Reflex; 1d8 + 12 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +22 vs. Reflex; 1d6 + 7 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the hobgoblin druid’s next turn. Any enemy that enters the zone or starts its turn there takes 5 fire damage.
- ○ [M] Scavenger’s Prize (standard) ✦ Beast Form
- +22 vs. Fortitude; 3d10 + 12 damage, the hobgoblin druid grabs the target and shifts 4 squares, pulling the target with the
hobgoblin druid.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +22 vs. Fortitude; 3d10 + 12 damage, and the hobgoblin druid grabs the target. Until the grab ends, the target takes 10 damage
at the start of the hobgoblin druid’s turn. Miss: Half damage, and the hobgoblin druid grabs the target. Hit or
Miss: Until the end of the encounter, while the hobgoblin druid is in beast form, the hobgoblin druid gains a +2 bonus
to AC and Fortitude.
- ● Wild Shape (minor) ✦ Polymorph
- The hobgoblin druid changes from the hobgoblin druid’s humanoid form to beast form or vice versa. When the hobgoblin druid
changes from beast form back to the hobgoblin druid’s humanoid form, the hobgoblin druid shifts 1 square. While the hobgoblin
druid is in beast form, the hobgoblin druid can’t use attack, utility, or feat powers that lack the beast form keyword, although
the hobgoblin druid can sustain such powers. The hobgoblin druid can use this power once per round.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin druid suffers an effect that a save can end.
The hobgoblin druid makes a saving throw against the effect.
- □ Insect Plague (free)
- Until the end of the encounter, the hobgoblin druid can use wild shape to assume the form of a cloud of insects. In this form,
the hobgoblin druid gains a fly speed equal to the hobgoblin druid’s speed, and the hobgoblin druid can hover. The hobgoblin
druid also becomes insubstantial. When the hobgoblin druid squeezes, the hobgoblin druid can move at full speed instead of
half speed and can fit through any opening large enough to accommodate even a single insect. The hobgoblin druid can’t attack,
pick up anything, or manipulate objects. Until this power ends, the hobgoblin druid can use wild shape to change among this
form, another beast form, and the hobgoblin druid’s humanoid form.
- Primal Predator
- While the hobgoblin druid is not wearing heavy armor, the hobgoblin druid gains a +1 bonus to the hobgoblin druid’s speed.
Skills Nature +20, Perception +20
Str 13 (+11); Dex 19 (+14); Wis 21 (+15);
Con 16 (+13); Int 12 (+11); Cha 13 (+11)
Equipment hide armor, scythe
-1 Level / +1 Level
Hobgoblin Preserving Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +22 vs. Reflex; 1d8 + 12 radiant damage, and the hobgoblin invoker slides the target 1 square. The hobgoblin invoker
can use this power as a ranged basic attack.
- ○ [A] Glyph of Three Blades (standard)
- Area burst 1 within 10; +22 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the hobgoblin
invoker’s next turn, the target takes 9 damage.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10
damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin invoker suffers an effect that a save can end.
The hobgoblin invoker makes a saving throw against the effect.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the hobgoblin invoker hits the hobgoblin invoker’s ally.
The hobgoblin invoker gains a +4 bonus to the hobgoblin invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the hobgoblin invoker’s next turn.
- ○ Shield of Justice (immediate interrupt)
- When an enemy within 10 squares of the hobgoblin invoker makes an attack roll against the hobgoblin invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the hobgoblin invoker’s next turn,
any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
- Covenant of Preservation
- When the hobgoblin invoker uses a divine encounter or daily attack power on the hobgoblin invoker’s turn, the hobgoblin invoker
can slide an ally within 10 squares of the hobgoblin invoker 1 square.
Skills Arcana +19, Religion +19
Str 11 (+10); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Hobgoblin Wrathful Invoker [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +15; low-light
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 33
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +19 vs. AC; 1d10 + 7 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +22 vs. Fortitude; 1d10 + 12 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The hobgoblin invoker can use this power as a ranged basic attack.
- ○ [R] Blood Debt (standard) ✦ Radiant
- Ranged 10; +22 vs. Will; 3d10 + 12 radiant damage, and until the end of the hobgoblin invoker’s next turn, each creature that
the target attacks gains a +6 bonus to its next attack roll against the target.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the hobgoblin invoker slides the target 5 squares and knock
it prone. Miss: Half damage, and the hobgoblin invoker slides the target 3 squares and knock it prone.
- □ Walk Between Worlds (minor)
- The hobgoblin invoker or one ally within 10 squares gains phasing until the end of the hobgoblin invoker’s next turn. Sustain
Minor: The effect persists.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the hobgoblin invoker hits the hobgoblin invoker.
The triggering enemy takes 1d6+5 radiant damage and is pushed 2 squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin invoker suffers an effect that a save can end.
The hobgoblin invoker makes a saving throw against the effect.
- Covenant of Wrath
- When the hobgoblin invoker uses a divine encounter or daily attack power on the hobgoblin invoker’s turn, the hobgoblin invoker
gains a bonus to the damage roll equal to 1 for each enemy the hobgoblin invoker attacks with the power.
Skills Endurance +19, Religion +17
Str 11 (+10); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 14 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Hobgoblin Bear Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +20; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 29, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Will; 1d8 + 12 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion gains 5 temporary
hit points.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +22 vs. Will; 3d6 + 12 damage, and each ally adjacent to the hobgoblin shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage,
and the target is pushed 1 square. Hit or Miss: The hobgoblin shaman conjures a bear spirit in an unoccupied square
adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move
through its space, but allies can. As a move action, the hobgoblin shaman can move the spirit 5 squares.
The spirit
can flank enemies with the hobgoblin shaman and the hobgoblin shaman’s allies, and it can make opportunity attacks against
the hobgoblin shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The hobgoblin shaman conjures the hobgoblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the hobgoblin shaman falls unconscious or until the hobgoblin shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the hobgoblin shaman takes a move action, the
hobgoblin shaman can also move the spirit a number of squares equal to the hobgoblin shaman’s speed.
The spirit can
be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 15 damage. Otherwise, the spirit is unaffected by the attack.
- ○○○ Healing Spirit (minor) ✦ Healing
- The hobgoblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
hobgoblin shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
- ○ Fate Weaver’s Shield (minor)
- One ally within 5 squares gains a +5 bonus to all defenses until the end of the hobgoblin shaman’s next turn or until it attacks.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the hobgoblin shaman’s spirit companion without shifting.
Targets triggering enemy; +22 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the hobgoblin shaman’s
spirit companion regains 5 hit points.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin shaman suffers an effect that a save can end.
The hobgoblin shaman makes a saving throw against the effect.
- Protector Spirit
- Any ally adjacent to the hobgoblin shaman’s spirit companion regains 5 additional hit points when he or she uses second wind
or when the hobgoblin shaman uses a healing power on him or her.
Skills Nature +20, Perception +20
Str 12 (+11); Dex 13 (+11); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Panther Shaman [Level 20 Controller (Leader)]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 33
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +20 vs. AC; 1d10 + 8 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 damage, and until the end of the hobgoblin shaman’s next turn, the hobgoblin
shaman’s spirit companion can flank with the hobgoblin shaman and the hobgoblin shaman’s allies. If the target is bloodied,
the hobgoblin shaman gains a +2 bonus to the attack roll.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +22 vs. Reflex; 2d10 + 12 damage. Until the end of the hobgoblin shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the hobgoblin shaman’s spirit companion.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the hobgoblin shaman’s
next turn, the hobgoblin shaman and the hobgoblin shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage
rolls against the target. As a free action before the hobgoblin shaman’s next turn, each ally within 20 squares of the target
can make a saving throw and shift 3 squares as the first action of his or her turn.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The hobgoblin shaman conjures the hobgoblin shaman’s spirit companion in an unoccupied space within 20 squares. The spirit
lasts until the hobgoblin shaman falls unconscious or until the hobgoblin shaman dismisses it as a minor action. The spirit
occupies 1 square. Enemies cannot move through its space, but allies can. When the hobgoblin shaman takes a move action, the
hobgoblin shaman can also move the spirit a number of squares equal to the hobgoblin shaman’s speed.
The spirit can
be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 20 damage to
the spirit, the spirit disappears, and the hobgoblin shaman takes 15 damage. Otherwise, the spirit is unaffected by the attack.
- ○○○ Healing Spirit (minor) ✦ Healing
- The hobgoblin shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
hobgoblin shaman’s spirit companion, other than the target, regains 4d6 hit points. This power can only be used once per round.
- □ Spirits of the Dancing Zephyr (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the hobgoblin
shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a
move action, the hobgoblin shaman can move the zone 5 squares.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the hobgoblin shaman’s spirit companion without shifting.
Targets triggering enemy; +22 vs. Reflex; 1d10 + 12 damage.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin shaman suffers an effect that a save can end.
The hobgoblin shaman makes a saving throw against the effect.
- Stalker Spirit
- Any ally adjacent to the hobgoblin shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.
Skills Nature +20, Perception +20
Str 12 (+11); Dex 13 (+11); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 13 (+11)
Equipment leather armor, longspear
-1 Level / +1 Level
Hobgoblin Chaos Sorcerer [Level 20 Artillery]
Medium natural humanoid [XP 2800]
Initiative +16; Senses Perception +10; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 31; Fortitude 29, Reflex 31, Will 35
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +24 vs. AC; 1d4 + 11 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +23 vs. Will; 1d10 + 19 psychic damage and if the hobgoblin sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+23 vs. Will; 1d6 + 13 psychic damage. If the hobgoblin sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The hobgoblin sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +23 vs. Will; 3d8 + 19 thunder damage, and the hobgoblin sorcerer teleports
the target to a space adjacent to the hobgoblin sorcerer’s enemy that is nearest to it. If the hobgoblin sorcerer rolled an
even number on the attack roll, the hobgoblin sorcerer can teleport the target to a space adjacent to the hobgoblin sorcerer’s
ally, not the hobgoblin sorcerer’s enemy, who is nearest to it.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +23 vs. Reflex; 6d6 + 19 lightning damage. If the hobgoblin sorcerer rolled an even
number on the attack roll, the target is immobilized (save ends). If the hobgoblin sorcerer rolled an odd number on the attack
roll, the target is dazed (save ends). Miss: Half damage.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin sorcerer suffers an effect that a save can end.
The hobgoblin sorcerer makes a saving throw against the effect.
- □ Chaos Echoes (immediate reaction)
- When the hobgoblin sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
- Chaos Power
- The hobgoblin sorcerer gains a +6 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the hobgoblin sorcerer rolls a natural 20 on an attack roll for an arcane power, the hobgoblin sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the hobgoblin sorcerer rolls a natural 1 on
an attack roll for an arcane power, the hobgoblin sorcerer must push each creature within 5 squares of the hobgoblin sorcerer
1 square.
Skills Arcana +16, Bluff +21
Str 14 (+12); Dex 19 (+14); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, dagger
-1 Level / +1 Level
Hobgoblin Dragon Sorcerer [Level 20 Skirmisher]
Medium natural humanoid [XP 2800]
Initiative +14; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 29, Will 35
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 1d8 + 11 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +23 vs. Reflex; 1d8 + 19 fire damage. The next enemy that hits the hobgoblin sorcerer with a melee attack before
the end of the hobgoblin sorcerer’s next turn takes 4 fire damage.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +23 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing
10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the hobgoblin sorcerer
slides the target 4 squares.
- ○ Draconic Majesty (minor) ✦ Fear, Zone
- Close burst 3; the burst creates a zone of fear that lasts until the end of the hobgoblin sorcerer’s next turn. When the hobgoblin
sorcerer moves, the zone moves with the hobgoblin sorcerer, remaining centered on the hobgoblin sorcerer. The zone is difficult
terrain for the hobgoblin sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the hobgoblin sorcerer.
Targets the triggering creature; +23 vs. Reflex; 2d10 + 19 lightning damage and the hobgoblin sorcerer pushes the target 4
squares.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin sorcerer suffers an effect that a save can end.
The hobgoblin sorcerer makes a saving throw against the effect.
- Draconic Power
- The hobgoblin sorcerer gains a +6 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the hobgoblin sorcerer is not wearing heavy armor, the hobgoblin sorcerer can use the hobgoblin sorcerer’s Strength
modifier in place of the hobgoblin sorcerer’s Dexterity or Intelligence modifier to determine the hobgoblin sorcerer’s AC.
Skills Arcana +16, Athletics +21
Str 19 (+14); Dex 14 (+12); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 23 (+16)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Hobgoblin Earth Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +17; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 37; Fortitude 33, Reflex 30, Will 30
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +24 vs. AC; 1d10 + 12 damage, and the hobgoblin warden gains a +1 power bonus to AC until the end of the hobgoblin warden’s
next turn.
- ○ [M] Eager Vine Strike (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the hobgoblin
warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +24 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized
instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss:
Half damage, and the target is slowed until the end of the hobgoblin warden’s next turn. Hit or Miss: Each enemy within
3 squares of the hobgoblin warden, other than the target, is slowed until the end of the hobgoblin warden’s next turn.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the hobgoblin warden that is within 5 squares of the hobgoblin warden makes an attack that does
not include the hobgoblin warden as a target.
Targets the triggering enemy; The hobgoblin warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
- ○ Cleansing Earth (immediate reaction)
- When the hobgoblin warden is subjected to an effect that a save can end.
The hobgoblin warden makes a saving throw against the triggering effect, with a +5 power bonus.
- Earthstrength
- When the hobgoblin warden uses the hobgoblin warden’s second wind, the hobgoblin warden gains an additional +5 bonus to AC.
The bonus lasts until the end of the hobgoblin warden’s next turn.
- Font of Life
- At the start of the hobgoblin warden’s turn, the hobgoblin warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the hobgoblin warden on the hobgoblin warden’s current
turn. If the hobgoblin warden fails the saving throw, the hobgoblin warden still makes a saving throw against the effect at
the end of the hobgoblin warden’s turn.
- Nature’s Wrath
- Once during each of the hobgoblin warden’s turns, the hobgoblin warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the hobgoblin warden’s next turn.
Skills Athletics +19, Perception +17
Str 21 (+15); Dex 13 (+11); Wis 14 (+12);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Hobgoblin Wild Warden [Level 20 Brute]
Medium natural humanoid [XP 2800]
Initiative +13; Senses Perception +19; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 34; Fortitude 33, Reflex 28, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the hobgoblin warden’s next turn.
- ○ [M] Razorleaf Cut (standard) ✦ Weapon
- +24 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the hobgoblin warden’s next
turn.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the hobgoblin warden shifts 1 square. +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing
10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
- □ Verdant Life (minor) ✦ Healing
- The hobgoblin warden can spend two healing surges.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the hobgoblin warden makes an attack that does not include the hobgoblin warden as a target.
Targets the triggering enemy; +24 vs. Fortitude; 1d12 + 12 damage (crit 24 + 2d12), and the target grants combat advantage
to the hobgoblin warden and the hobgoblin warden’s allies until the end of the hobgoblin warden’s next turn.
- ○ Hobgoblin Resilience (immediate reaction)
- When the hobgoblin warden suffers an effect that a save can end.
The hobgoblin warden makes a saving throw against the effect.
- Wildblood
- When the hobgoblin warden uses the hobgoblin warden’s second wind, each enemy marked by the hobgoblin warden takes an additional
-4 penalty to attack rolls for attacks that don’t include the hobgoblin warden as a target, until the end of the hobgoblin
warden’s next turn.
- Font of Life
- At the start of the hobgoblin warden’s turn, the hobgoblin warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the hobgoblin warden on the hobgoblin warden’s current
turn. If the hobgoblin warden fails the saving throw, the hobgoblin warden still makes a saving throw against the effect at
the end of the hobgoblin warden’s turn.
- Nature’s Wrath
- Once during each of the hobgoblin warden’s turns, the hobgoblin warden can mark each adjacent enemy as a free action. This
mark lasts until the end of the hobgoblin warden’s next turn.
Skills Athletics +21, Perception +19
Str 21 (+15); Dex 13 (+11); Wis 19 (+14);
Con 16 (+13); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.